Posts Tagged ‘pathing’

AngryAnt brings us a nice library for pathing and behavior trees in Unity3D with excellent editor integration. Path library I reviewed and is an extremely deep and complete library with autocomplete node collections from colliders, ability to connect different networks and detection from mesh as well as GUI tools using Unity3D editor scripts. The release is solid with documentation, video samples and is very easy to integrate. If you have a need for AI, bots, scripted animations or other madness in your game be sure to check out the pathing library and or the behave library from AngryAnt to implement or research.

Path Features

Specs:

Available for unity indie as well as pro licensees

Can run in webplayers as well as stand-alone

Requires no additional installations

Features:

Easy to use editor interface

Navmeshes

Waypoint networks

Cached pathes

Distributed processing using coroutines

Tag-filtered pathfinding

Hierarchal “grid network” pathfinding

Auto-recalculate on runtime network changes

Tutorials

I recommend you study the “Editor demo” unity project available on the Path download page. This project will be used in the tutorials below and contains an example Path setup.

Behave builder application

Behave builder is a stand-alone application offering the behaviour tree editors (excluding the compiler) outside the unity editor. It is currently OS X only. This application is also available in an online version – check it out in the “Preview” section of this page.

Example library

CitySimulation.behave is the library used in the demo project – saved as a Behave builder file. You can use this file directly in the online and offline version of Behave builder or import it to a unity project via the Behave “Assets” menu.

*drawlogic is authored by Ryan Christensen of *drawlabs and *drawcode, both dedicated to taking ideas to ship doing entertainment focused web, mobile and desktop game and interactive development projects.